/*
* FLINT PARTICLE SYSTEM
* .....................
* 
* Author: Richard Lord
* Copyright (c) Richard Lord 2008-2011
* http://flintparticles.org/
* 
* Licence Agreement
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/

package org.flintparticles.threed.geom;

import nme.geom.Vector3D;

/**
 * Utility methods for working with the Vector3D class.
 */
class Vector3DUtils 
{
	public static function cloneVector( v:Vector3D ):Vector3D
	{
		return new Vector3D( v.x, v.y, v.z, 0 );
	}
	
	public static function clonePoint( v:Vector3D ):Vector3D
	{
		return new Vector3D( v.x, v.y, v.z, 1 );
	}

	public static function cloneUnit( v:Vector3D ):Vector3D
	{
		var temp:Vector3D = new Vector3D( v.x, v.y, v.z, 0 );
		temp.normalize();
		return temp;
	}

	public static function distanceSquared( v:Vector3D, u:Vector3D ):Float
	{
		var dx:Float = v.x - u.x;
		var dy:Float = v.y - u.y;
		var dz:Float = v.z - u.z;
		return Math.sqrt( dx * dx + dy * dy + dz * dz );
	}
	
	public static function getPerpendiculars( normal:Vector3D ):Array<Dynamic>
	{
		var p1:Vector3D = getPerpendicular( normal );
		var p2:Vector3D = normal.crossProduct( p1 );
		p2.normalize();
		return [ p1, p2 ];
	}
	
	public static function getPerpendicular( v:Vector3D ):Vector3D
	{
		if( v.x == 0 )
		{
			return new Vector3D( 1, 0, 0 );
		}
		else
		{
			var temp:Vector3D = new Vector3D( v.y, -v.x, 0 );
			temp.normalize();
			return temp;
		}
	}
}
